2014年4月11日 星期五

01160554


#include <GL/glut.h>
#include "glm.h"
float angle = 0;
GLMmodel* pmodel = NULL;

void head()
{
glPushMatrix();
glTranslatef(0, 0.3, 0);
glColor3f(0, 0, 1);
glutSolidSphere(0.3, 30, 30);

glColor3f(1, 1, 1);
glTranslatef(0, -0.01, 0.1);
glutSolidSphere(0.25, 30, 30);
glPopMatrix();
}

void eye()
{
glPushMatrix();
glColor3f(1, 1, 1);
glutSolidSphere(0.1, 20, 20);

glColor3f(0, 0, 0);
glTranslatef(0, 0, 0.1);
glutSolidSphere(0.02, 10, 10);
glPopMatrix();

}
void display()
{
glEnable(GL_DEPTH_TEST);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

glPushMatrix();
glRotatef(angle, 0, 1, 0);
glRotatef(-90, 1, 0, 0);
glmDraw(pmodel, GLM_SMOOTH | GLM_MATERIAL);
glPopMatrix();
glutSwapBuffers();
}

void idle()
{
angle++;
glutPostRedisplay();
}

void keyboard(unsigned char key, int x, int y)
{
if(key == ' ')
angle+=20;
glutPostRedisplay();
}

//燈光位置設定
const GLfloat light_ambient[]  = { 0.0f, 0.0f, 0.0f, 1.0f };
const GLfloat light_diffuse[]  = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_specular[] = { 1.0f, 1.0f, 1.0f, 1.0f };
const GLfloat light_position[] = { 2.0f, 5.0f, -5.0f, 0.0f };

int main()
{
glutInitDisplayMode(GLUT_DEPTH | GLUT_DOUBLE);
glutCreateWindow("week08");
glutDisplayFunc(display);
glutIdleFunc(idle);//閒置時執行
glutKeyboardFunc(keyboard);

//開啟燈光
glEnable(GL_LIGHT0);
    glEnable(GL_NORMALIZE);
    glEnable(GL_COLOR_MATERIAL);
    glEnable(GL_LIGHTING);

//燈光位置
    glLightfv(GL_LIGHT0, GL_AMBIENT,  light_ambient);
    glLightfv(GL_LIGHT0, GL_DIFFUSE,  light_diffuse);
    glLightfv(GL_LIGHT0, GL_SPECULAR, light_specular);
    glLightfv(GL_LIGHT0, GL_POSITION, light_position);

//讀取obj檔
pmodel = glmReadOBJ("bear.obj");
glmUnitize(pmodel);
glmFacetNormals(pmodel);
glmVertexNormals(pmodel, 90.0);
glutMainLoop();
}


//////////////////////////////

timer作法

void timer(int t)
{
glutTimerFunc(10, timer, t+1);

angle += 5;
glutPostRedisplay();

}

int main()
{
     ///....
glutTimerFunc(1500, timer, 0);
     ///....
}

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